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Tile.tileset incorrectly holds an array #4095

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jbpuryear opened this issue Oct 5, 2018 · 8 comments
Closed

Tile.tileset incorrectly holds an array #4095

jbpuryear opened this issue Oct 5, 2018 · 8 comments

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@jbpuryear
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jbpuryear commented Oct 5, 2018

Version

Phaser Version: 3.14.0

Description

Tile.tileset now incorrectly holds an array of tilesets instead of a tileset object. This breaks Tile.getCollisionGroup and Tile.getTileData.


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@jorbascrumps
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Tilemap layers now support multiple Tilesets as of 3.14. This is intentional. The real issue is getCollisionGroup and getTileData not supporting this new feature.

@jbpuryear
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Tilemaps have multiple tilesets, but shouldn't a tile only need to reference the tileset it's actually using?

If tiles are supposed to hold an array we should change the docs to reflect this. @Iamchristopher

@mgrubinger
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Any news on this issue?

I am trying to get collision to work with a Tilemap from Tiled.
myLayer.setCollisionFromCollisionGroup() works with Phaser v3.13, but I need Phaser v3.15+ because of other improvements (webgl performance on iOS). Any alternatives to setCollisionFromCollisionGroup() in v3.15+ ?

Thanks!

@photonstorm
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Thank you for submitting this issue. We have fixed this and the fix has been pushed to the master branch. It will be part of the next release. If you get time to build and test it for yourself we would appreciate that.

@Corey255A1
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Can confirm it is working. Just ran into the problem on 3.15.1 and after messing around with different Tiled versions and different Phaser versions, building from source was the only thing that I could do to get around this issue and actually see the collision boxes correctly using Matter physics

@marwan38
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Thank you for submitting this issue. We have fixed this and the fix has been pushed to the master branch. It will be part of the next release. If you get time to build and test it for yourself we would appreciate that.

Can confirm it is working. Just ran into the problem on 3.15.1 and after messing around with different Tiled versions and different Phaser versions, building from source was the only thing that I could do to get around this issue and actually see the collision boxes correctly using Matter physics

I can confirm it works too.
By the way, not sure if it's been mentioned already, some of the matter examples have the same problem.

@fant0m
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fant0m commented Jan 10, 2019

@photonstorm
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As it says above, fixed in master, will be part of the next release. There hasn’t been a release yet.

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